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Retribution Paladin
Mirrors the current rank-1 Sinister Single parse — every slot is what the best Retribution Paladin actually wears.
Simulated DPS on the best-in-slot profile below, five-minute patchwerk. Compare every spec →
Hero tree: Herald of the Sun
Stat priority: Critical Strike > Mastery > Haste > Versatility
Content: Raid
How it plays
- You press Crusading Strikes more than anything else — about 37 times a minute — but the damage lands on Final Verdict, which is 20% of the total.
Measured on the reference parse below, not a description of the spec — so it changes when the tuning does.
Stat priority
Critical Strike > Mastery > Haste > Versatility
These are not weights pulled from a spreadsheet — they are the live ratings on the reference character this build is taken from, so the order reflects what the best-performing Retribution Paladin is actually stacking right now.
Source: Notaish — the log. Rank 1 Retribution Paladin on Sinister Single (Dummy Dome), avg ilvl 336.
Talent build
Laid out exactly as the in-game talent UI draws it, hero tree Herald of the Sun. Lit nodes and gold lines are the path this build takes; everything dimmed was passed over. Hover any node for what it does.
Paladin · 34 points
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Herald of the Sun · 13 points
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Retribution · 30 points
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Rotation
Spend at five Holy Power, and never overcap. Templar's Verdict on one target,
Divine Storm on several, and Hammer of Light the moment it is available.
Finishers
- Hammer of Light whenever it is up — it outranks everything else you could spend on.
- Templar's Verdict for the rest.
Generators
Wake of Ashes on cooldown, held only if
Avenging Wrath is a few seconds away.
Blade of Justice on cooldown, and immediately on Art of War.
Divine Toll on cooldown.
Judgment, then
Hammer of Wrath whenever it is available.- Crusader Strike — or Templar Strike and Templar Slash — only when nothing above generates.
Cooldowns
Avenging Wrath on cooldown, with
Wake of Ashes saved to go inside it.
Execution Sentence just before
Avenging Wrath so it detonates in the window.
Finishers
- Hammer of Light still first.
Divine Storm instead of Templar's Verdict for everything else.
Generators
Wake of Ashes through the pack — it is a large part of the AoE, not just Holy Power.
Divine Toll and
Blade of Justice as before.
Cooldowns
- Unchanged.
Avenging Wrath with the pack gathered and
Wake of Ashes ready to go into it.
- Holy Power overcap is the only way this spec quietly loses damage. If a generator would waste a point, spend first.
Openers
Single target
Judgment into the pull.
Execution Sentence, then
Avenging Wrath.
Wake of Ashes inside the window.- Hammer of Light, then the normal priority.
Where the damage comes from
Measured on the reference log — a 300-second single-target parse. Worth comparing against the rotation above: the button you press most is rarely the one doing the most.
| Ability | Share | |
|---|---|---|
| Final Verdict | 20.3% | |
| Blade of Justice | 14.3% | |
| Dawnlight | 11.1% | |
| Hammer of Wrath | 8.6% | |
| Crusading Strikes | 7.7% | |
| Execution Sentence | 6.2% | |
| Divine Arbiter | 5.3% | |
| Perfected Guillotine | 4.9% | |
| Highlord's Judgment | 4.2% | |
| Sun's Avatar | 3.8% | |
| Divine Storm | 3.5% | |
| Wake of Ashes | 2.8% |
Source: Sinister Single, 300s.
Best in slot
The finished loadout, built by Pathfinder — the strongest item available for every slot, with the item level to chase and where it drops. 335 average item level across 15 slots, gathered from 2 places.
Where to spend bonus rolls as Retribution Paladin
A Voidcore pays out an item every time — the question is only whether it is one you wanted. For this build, in order:
Roll Ula'tek — 3 of its 4 drops are on your list
75% of every roll here lands something on the list. In The Venomous Abyss, it owes you neck, legs and trinket 1.
Then Vashnik the Malignant — 3 of its 4 drops are on your list
75% of every roll here lands something on the list. In The Venomous Abyss, it owes you chest, feet and ring 1.
The general principles behind this — knockout protection, why finishing one boss beats spreading rolls, and the crests a roll quietly costs you — are in the bonus roll guide.
Week-by-week route
- Pre-season: the campaign, a world tour of Mythic 0s for a 292 loadout, and the weekly Spark quest. No Myth crests exist yet — bank the Spark.
- Week 1: farm +10 keys to a full Hero 3/6 (311) loadout and fill the vault. The first Myth crests arrive, so spend the banked Spark on Adherent's Silken Shroud. Every Hero crest goes into lifting pieces toward 6/6 (321).
- Week 2: first Voidcore — roll Ula'tek, where 3 of 4 drops are on this list. Catalyse the set slots for the 4-set. Second Spark goes to Spellbreaker's Girdle.
- Weeks 3–6: one Voidcore a week down the order above — finish a boss before starting the next. Keep spending Hero crests; every slot should sit at 321 by about Week 6.
- Week 7 onward: two Voidcores a week (the vault and Orin Straylight). Roll Myth-track bases in the set slots, re-catalyse them, and take each to 6/6 for 80 Myth and 20 Hero crests.
- Late season: Voracious Heart of Ula'tek and Zul'jin's Guillotine Technique come from the last two bosses at Myth 9 (344). Secure the base items early — that is the only place the extra three ranks exist.
The fast variant
There isn't one for Retribution Paladin. Slate builds its list around the quickest route and Pathfinder around raw power, and for this spec they reach for the same 15 items — so there is no trade to make between finishing sooner and hitting harder. Chase the list above.
Load this into a plan
GearPath can load this build straight into a full season plan — the BiS list, the talents, and the route — then price it against the crests, sparks and vault choices you will actually earn, and tell you when the plan is impossible. Free while in open beta.